This post is for constructive ideas about the changes to the UI/minimap. In the town hall (https://youtu.be/LB3HM0857C4?t=34m22s) and this announcement (https://mwomercs.com...ng-new-mini-map) I see 3 goals:
- 1. make room in the UI for new command wheel alerts.
- 2. reduce server load from enemy orientation info.
- 3. give infotech a greater role.
PGI has now stated it will restore the old style minimap with orientation, but 25% zoomed out and a toggle-able full map in the minimap. That -might- be useful if it rotates with the player so players can turn and see themselves face a notification. However, more map in a smaller space effects the readability of things like seismic.
So how do we address goal 1 for new and old players, without congesting things like the minimap? I see 3 options.
- 1A. Increase the size of the minimap in the UI by 25%.
- 1B. Instead of relying so much on minimap, make room in the UI for better HUD/compass indicators.
- 1C. Create a second 'special equipment' minimap. details:
Spoiler
New commander orders should also be simple and recognizable symbols or shapes. The ones in place seem a little obscure.
For #3, a clear way to make infotech important is to increase the viability of weapons which rely on it. LRM's require constant lock, which makes lrm platforms easy targets or passive observers. Lore aside, LRM's need to be closer to fire-and-forget to be as flexible as other weapons. To prevent this from making them OP, their speed could be slowed (but not their tracking maneuverability).
Running guided weapons without infotech, locks should be hard to acquire but easy to keep. Then, infotech should be used to make locks easier for friendlies to acquire and harder for enemies to acquire. Easily lost locks makes both lrm's and infotech weaker.
Final point: These changes seem to be an attempt to use UI to increase teamwork. IMO UI is not enough. A cooperative mentality must be instilled, and the in-game tools for this are training missions, victory conditions, and cbill rewards which all center on team-oriented skills. And perhaps simplifying matches by reducing match size.
Feel free to post more on how to tweak the UI to address the direction PGI was going for.
Edited by AeusDeif, 22 June 2016 - 01:41 AM.